gsdx ogl: replace simple_sample variable by the opposite shader_emulated_sampler

It feels easier to read this way
This commit is contained in:
Gregory Hainaut 2016-10-01 13:58:29 +02:00
parent ae441e6a2c
commit d185a85a07
1 changed files with 4 additions and 4 deletions

View File

@ -748,7 +748,7 @@ void GSRendererOGL::EmulateTextureSampler(const GSTextureCache::Source* tex)
bool complex_wms_wmt = !!((wms | wmt) & 2);
bool bilinear = m_filter == 2 ? m_vt.IsLinear() : m_filter != 0;
bool simple_sample = !tex->m_palette && cpsm.fmt == 0 && !complex_wms_wmt && !psm.depth;
bool shader_emulated_sampler = tex->m_palette || cpsm.fmt != 0 || complex_wms_wmt || psm.depth;
// Don't force extra filtering on sprite (it creates various upscaling issue)
bilinear &= !((m_vt.m_primclass == GS_SPRITE_CLASS) && m_userhacks_round_sprite_offset && !m_vt.IsLinear());
@ -857,7 +857,7 @@ void GSRendererOGL::EmulateTextureSampler(const GSTextureCache::Source* tex)
m_ps_sel.tcc = m_context->TEX0.TCC;
m_ps_sel.ltf = bilinear && !simple_sample;
m_ps_sel.ltf = bilinear && shader_emulated_sampler;
int w = tex->m_texture->GetWidth();
int h = tex->m_texture->GetHeight();
@ -884,8 +884,8 @@ void GSRendererOGL::EmulateTextureSampler(const GSTextureCache::Source* tex)
// Only enable clamping in CLAMP mode. REGION_CLAMP will be done manually in the shader
m_ps_ssel.tau = (wms != CLAMP_CLAMP);
m_ps_ssel.tav = (wmt != CLAMP_CLAMP);
m_ps_ssel.ltf = bilinear && simple_sample;
m_ps_ssel.aniso = simple_sample;
m_ps_ssel.ltf = bilinear && !shader_emulated_sampler;
m_ps_ssel.aniso = !shader_emulated_sampler;
// Setup Texture ressources
dev->SetupSampler(m_ps_ssel);